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SurviveObject.cs
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SurviveObject.cs
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using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using libsurvive;
using System.Collections;
using UnityEngine;
using Vector3 = UnityEngine.Vector3;
public class SurviveObject : MonoBehaviour {
private Dictionary<string, GameObject> survive_objects;
SurviveAPI survive;
void InfoFn(IntPtr ctx, UInt32 loglevl, string fault) { Debug.Log(fault); }
private GameObject prototypeObject;
// Start is called before the first frame update
void Start() {
survive_objects = new Dictionary<string, GameObject>();
string[] args = System.Environment.GetCommandLineArgs();
var argList = new List<string>(args);
var idx = argList.LastIndexOf("--");
if (idx < 0) {
argList.RemoveRange(1, argList.Count - 1);
} else {
argList.RemoveRange(1, idx);
}
argList.Add("--v");
argList.Add("10");
survive = new SurviveAPI(argList.ToArray(), logFunc : InfoFn);
prototypeObject = gameObject.transform.Find("PrototypeObject") ?.gameObject;
prototypeObject.SetActive(false);
}
private GameObject getObject(string name) {
if (survive_objects.ContainsKey(name))
return survive_objects[name];
GameObject newObj = Instantiate(prototypeObject, gameObject.transform);
newObj.SetActive(true);
newObj.GetComponentInChildren<TextMesh>().text = name;
return survive_objects[name] = newObj;
}
// Update is called once per frame
void Update() {
SurviveAPIOObject updated;
while ((updated = survive?.GetNextUpdated()) != null) {
var updatedObject = getObject(updated.Name);
Vector3 newPosition = Vector3.zero;
Quaternion newRotation = Quaternion.identity;
SurvivePose pose = updated.LatestPose;
newPosition.x = (float) pose.Pos[0];
newPosition.y = (float) pose.Pos[1];
newPosition.z = (float) pose.Pos[2];
newRotation.w = (float) pose.Rot[0];
newRotation.x = (float) pose.Rot[1];
newRotation.y = (float) pose.Rot[2];
newRotation.z = (float) pose.Rot[3];
updatedObject.transform.localPosition = newPosition;
updatedObject.transform.localRotation = newRotation;
}
}
void OnApplicationQuit() {
if (survive != null){
survive.Close();
survive.Dispose();
survive = null;
}
}
}